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<blockquote data-quote="Beholder Bob" data-source="post: 1042840" data-attributes="member: 12866"><p>Looking for problems with the system, areas I missed or open to abuse. Thanks for checking it out.</p><p></p><p>HTK VARIANT HP SYSTEM</p><p></p><p>1) HTK: potentially lethal damage and severe wounds. </p><p>2) HP: bruising, sprains, and being shaken a bit. Takes a while to recover but not deadly in itself – but in large enough doses it can kill you. Partial action only at 0 HP, puts PC unconscious for 1d6 rounds, further HP DMG converts to HTK DMG and knocks the PC unconscious for 2d20 rounds.</p><p>3) Stun: what subdual damage was in the HP system, minor bruises, scrapes, and bumps on the head. Non-lethal except in extreme cases. Easily restored. Once someone drops to 0 HP due to stun DMG, each point of further stun damage converts 1 stun into 1 HP damage.</p><p></p><p> Calculating HTK: (½ the HD of the 1st level class) + ((CON+STR)/4) + BATT</p><p>1st fighter, 17 STR, 13 CON (1st level) (10/2)+((17+13)/4)+1 = 13.5 = 13</p><p>3rd rogue, 1st wizard, 3rd fighter, 12 STR, 11 CON (7th level) (6/2)+((12+11)/4)+(5¾) = 14.5 = 14 </p><p>9th barbarian, 18 STR, 14 CON (9th level) (12/2)+((32)/4)+(9) = 23</p><p> </p><p> HTK Calculation taking size into account: Smaller then medium sized creatures multiply their HTK by ¾ for each step below medium (i.e. 3 steps below medium multiplies its HTK by (¾ * ¾ * ¾ = 27/64 or 0.3). Big creatures multiply their HTK by 1½ for every step up in size above medium. (1½ *1½ *1½ = 27/2 or 3.38). Minimum HTK is 1. ((H/2+((C+S)/4)+(B))*S</p><p></p><p>A dragon (4 steps up), d12 HD, 24 CON, 26 STR, and +17 BATT</p><p>((12/2)+(50/4)+17)*5.06= 179.7 = 179 HTK</p><p>A squirrel (3 steps down), D4 HD, 12 CON, 2 STR, 1d4 HD, +0 BATT</p><p>((4/2)+(14/4)+0)*.42 = 1.6 = 1 HTK</p><p>A 3rd level Rogue Kobald (1 step down), D6 HD, 10 CON, 10 STR, and +2 BATT</p><p>((6/2)+(20/4)+(2))*.75= 7.5 = 7</p><p></p><p>HTK WOUNDS AND IMPAIRMENT</p><p></p><p></p><p>% HTK WOUND DEGREE HEAL FORT DC HTK RECOVER</p><p>DONE LEVEL IMPAIRED DC OR SHOCK PER DAY (*SIZE)</p><p></p><p>1-20% Light None 12 None 1 / day</p><p>21-40% Moderate -2 STR 14 None 1 / day</p><p> -2 DEX</p><p>41-60% Serious -4 STR 16 Nausea ¾ / day</p><p> -4 DEX for 1 R</p><p> 2/3 MV</p><p>61-80% Critical -6 STR 18 Stunned ¾ / day</p><p> -6 DEX for 1 R</p><p> ½ MV </p><p>81-99% Mortal -8 STR 20 Stunned ½ / day</p><p> -8 DEX for d4 R</p><p> ¼ MV </p><p>100+% Dying Helpless 25 NA ¼ / day</p><p></p><p> Wounding damage does the same HP amount as normal, and (if a d4 or higher) 1 HTK per die rolled – except a natural 1 does 0 HTK. Damage sources that do less then a d4 do not do HTK normally. An attack that hits by 5+ does HTK damage equal to the HP for that attack. The HTK on a critical hit is equal to the base HP done with the first roll, then as per a non-critical hit for the multiple damage dice added for the critical. Spells and psionics inflict HTK as weapons do, except that bonus damage is converted at 1 HTK per 4 HP done. Damage from falling converts to HTK as weapon damage.</p><p> Dying: 0 HTK is a coma state, below that is –1 to –10 HTK, as per the currant HP system, death at –10 HTK, 10% of stabilizing each round, otherwise lose 1 HTK each round.</p><p></p><p>DAMAGE REDUCT AND HTK</p><p> Apply damage reduction to HTK normally unless the creature is immune to HP and subdual damage. If this is the case, apply ½ damage reduction to the HTK done.</p><p></p><p>HEALING DAMAGE</p><p></p><p> Healing HP: Healing HP is per the normal system but add CON mod to HP recovered per day. Healing HP damage also heals stun damage.</p><p> Healing Stun: Healing stun is easy, 1 HP/10 minute of rest, 1 HP/1 hour of activity.</p><p> Healing HTK: Healing sources heal using the same methods as for determining magic damage. Naturally healed at a rate given above. Recovered HTK are spread among the wounds, with wounds that heal slowly getting a fraction of the amount listed.</p><p></p><p>EXAMPLE OF HTK & COMBAT, ALPHA VS BETA</p><p></p><p>Fighter Alpha: 1st LV, CON 15, STR 18, HP 12, small size, HTK 10.68 or HTK 10, wielding a short sword</p><p>Fighter Beta: 1st LV CON 13, STR 14, HP 11, medium size, HTK 12.75 or HTK 12, wielding a long sword</p><p></p><p> R1: Alpha hits Beta by 2, rolls damage, and gets a 4. Beta has taken 4 HP & 1 HTK</p><p> Beta swings at Alpha and misses</p><p> R2: Alpha hits Beta by 3, rolls 5 damage. Beta has taken 9 HP & 2 HTK</p><p> Beta hits Alpha by 6, rolls 7 damage. Alpha has taken 7 HP & 7 HTK</p><p> This is 70% of Alpha’s HTK, a critical wound, dropping his STR & DEX by 6 and requires a DC 7 FORT save or else stunned for 1 round. He makes his save.</p><p> R3: Alpha hits Beta by 0, rolls 1 damage (and so 0 HTK). Beta has taken 10 HP & 2 HTK</p><p> Now at 0 HP, limited to partial actions, and will take 1d6 subdual if exerts self</p><p> Beta misses Alpha by 1, and passes out for 3 rounds (exerted self while at 0 HP).</p><p></p><p> Alpha leaves to recover. He has a single wound, 7 HP & 7 HTK. The HP with this wound can not be healed higher then the # of HTK left with the wound, and this wound heals at ¾ HTK a day, 1½ with complete rest, 2¼ with complete bed rest and a healer. Assuming complete rest but no healer, it will take 5 days to recover from this wound.</p><p> Beta has taken 3 wounds, 4/1, 5/1, 1/0 – for a total of 10 HP and 2 HTK. No wound is worse then 1 HTK, and the total is less then 21% of HTK total, so he recovers 1 HTK per day, 2 HTK with rest, and 3 HTK with bed rest and a healer. Assuming complete rest but no healer, it will take 1 day to recover the lost HTK (4 HP, 0 HTK damage), and another day to recover the remaining 4 HP, a total of 2 days. But if Alpha and Beta meet in a day, Alpha will be wounded (6 HTK & 6 HP damage) and at –4 STR & DEX, while Beta will only be sore (0 HTK, 4 HP damage).</p><p></p><p>EXAMPLE OF HTK & COMBAT, ALPHA & BETA VS DAMAGE REDUCT MONSTER</p><p></p><p>Alpha & Beta (now friends) fight a fiendish creature with 5/+1 damage reduction</p><p>Monster 3d10 HD, 12 STR, 22 CON, HP 18, BATT +2, and large size ((10+34/4)+2)*1.5=30HTK</p><p></p><p> R1: Alpha hits monster by 1, rolls damage, and gets a 5. Monster takes 5-5=0 HP, 0 HTK</p><p> Beta hits monster by 5, rolls damage, and gets a 6. Monster takes 1 HP & 1 HTK</p><p> R2: Alpha hits monster while flanking by 3, rolls damage & +1d6 sneak attack damage, gets a 3 and 6, doing 4 HP through but 0 HTK</p><p> Beta hits monster while flanking by 7, rolls damage & 1d6 sneak attack damage, gets a 5 and 2, does 2 HP and (5+1 HTK -5 DMG reduction) = 1 HTK</p><p> R3: Alpha gets a critical hit while flanking, rolls damage, and gets a 5, 3, & 6. The monster takes 9 HP, 2 HTK</p><p> Beta Misses</p><p></p><p> By this point, they have inflicted 16 HP and 4 HTK. Once they drop the monster to 0 HP, all further damage rolls will do the roll’s full amount in HTK damage. The monster will eventually be battered down to 0 HP (and so unconscious for 1d6 rounds, then limited to partial moves only). While it is unconscious, Alpha and Beta should be able to finish it off.</p></blockquote><p></p>
[QUOTE="Beholder Bob, post: 1042840, member: 12866"] Looking for problems with the system, areas I missed or open to abuse. Thanks for checking it out. HTK VARIANT HP SYSTEM 1) HTK: potentially lethal damage and severe wounds. 2) HP: bruising, sprains, and being shaken a bit. Takes a while to recover but not deadly in itself – but in large enough doses it can kill you. Partial action only at 0 HP, puts PC unconscious for 1d6 rounds, further HP DMG converts to HTK DMG and knocks the PC unconscious for 2d20 rounds. 3) Stun: what subdual damage was in the HP system, minor bruises, scrapes, and bumps on the head. Non-lethal except in extreme cases. Easily restored. Once someone drops to 0 HP due to stun DMG, each point of further stun damage converts 1 stun into 1 HP damage. Calculating HTK: (½ the HD of the 1st level class) + ((CON+STR)/4) + BATT 1st fighter, 17 STR, 13 CON (1st level) (10/2)+((17+13)/4)+1 = 13.5 = 13 3rd rogue, 1st wizard, 3rd fighter, 12 STR, 11 CON (7th level) (6/2)+((12+11)/4)+(5¾) = 14.5 = 14 9th barbarian, 18 STR, 14 CON (9th level) (12/2)+((32)/4)+(9) = 23 HTK Calculation taking size into account: Smaller then medium sized creatures multiply their HTK by ¾ for each step below medium (i.e. 3 steps below medium multiplies its HTK by (¾ * ¾ * ¾ = 27/64 or 0.3). Big creatures multiply their HTK by 1½ for every step up in size above medium. (1½ *1½ *1½ = 27/2 or 3.38). Minimum HTK is 1. ((H/2+((C+S)/4)+(B))*S A dragon (4 steps up), d12 HD, 24 CON, 26 STR, and +17 BATT ((12/2)+(50/4)+17)*5.06= 179.7 = 179 HTK A squirrel (3 steps down), D4 HD, 12 CON, 2 STR, 1d4 HD, +0 BATT ((4/2)+(14/4)+0)*.42 = 1.6 = 1 HTK A 3rd level Rogue Kobald (1 step down), D6 HD, 10 CON, 10 STR, and +2 BATT ((6/2)+(20/4)+(2))*.75= 7.5 = 7 HTK WOUNDS AND IMPAIRMENT % HTK WOUND DEGREE HEAL FORT DC HTK RECOVER DONE LEVEL IMPAIRED DC OR SHOCK PER DAY (*SIZE) 1-20% Light None 12 None 1 / day 21-40% Moderate -2 STR 14 None 1 / day -2 DEX 41-60% Serious -4 STR 16 Nausea ¾ / day -4 DEX for 1 R 2/3 MV 61-80% Critical -6 STR 18 Stunned ¾ / day -6 DEX for 1 R ½ MV 81-99% Mortal -8 STR 20 Stunned ½ / day -8 DEX for d4 R ¼ MV 100+% Dying Helpless 25 NA ¼ / day Wounding damage does the same HP amount as normal, and (if a d4 or higher) 1 HTK per die rolled – except a natural 1 does 0 HTK. Damage sources that do less then a d4 do not do HTK normally. An attack that hits by 5+ does HTK damage equal to the HP for that attack. The HTK on a critical hit is equal to the base HP done with the first roll, then as per a non-critical hit for the multiple damage dice added for the critical. Spells and psionics inflict HTK as weapons do, except that bonus damage is converted at 1 HTK per 4 HP done. Damage from falling converts to HTK as weapon damage. Dying: 0 HTK is a coma state, below that is –1 to –10 HTK, as per the currant HP system, death at –10 HTK, 10% of stabilizing each round, otherwise lose 1 HTK each round. DAMAGE REDUCT AND HTK Apply damage reduction to HTK normally unless the creature is immune to HP and subdual damage. If this is the case, apply ½ damage reduction to the HTK done. HEALING DAMAGE Healing HP: Healing HP is per the normal system but add CON mod to HP recovered per day. Healing HP damage also heals stun damage. Healing Stun: Healing stun is easy, 1 HP/10 minute of rest, 1 HP/1 hour of activity. Healing HTK: Healing sources heal using the same methods as for determining magic damage. Naturally healed at a rate given above. Recovered HTK are spread among the wounds, with wounds that heal slowly getting a fraction of the amount listed. EXAMPLE OF HTK & COMBAT, ALPHA VS BETA Fighter Alpha: 1st LV, CON 15, STR 18, HP 12, small size, HTK 10.68 or HTK 10, wielding a short sword Fighter Beta: 1st LV CON 13, STR 14, HP 11, medium size, HTK 12.75 or HTK 12, wielding a long sword R1: Alpha hits Beta by 2, rolls damage, and gets a 4. Beta has taken 4 HP & 1 HTK Beta swings at Alpha and misses R2: Alpha hits Beta by 3, rolls 5 damage. Beta has taken 9 HP & 2 HTK Beta hits Alpha by 6, rolls 7 damage. Alpha has taken 7 HP & 7 HTK This is 70% of Alpha’s HTK, a critical wound, dropping his STR & DEX by 6 and requires a DC 7 FORT save or else stunned for 1 round. He makes his save. R3: Alpha hits Beta by 0, rolls 1 damage (and so 0 HTK). Beta has taken 10 HP & 2 HTK Now at 0 HP, limited to partial actions, and will take 1d6 subdual if exerts self Beta misses Alpha by 1, and passes out for 3 rounds (exerted self while at 0 HP). Alpha leaves to recover. He has a single wound, 7 HP & 7 HTK. The HP with this wound can not be healed higher then the # of HTK left with the wound, and this wound heals at ¾ HTK a day, 1½ with complete rest, 2¼ with complete bed rest and a healer. Assuming complete rest but no healer, it will take 5 days to recover from this wound. Beta has taken 3 wounds, 4/1, 5/1, 1/0 – for a total of 10 HP and 2 HTK. No wound is worse then 1 HTK, and the total is less then 21% of HTK total, so he recovers 1 HTK per day, 2 HTK with rest, and 3 HTK with bed rest and a healer. Assuming complete rest but no healer, it will take 1 day to recover the lost HTK (4 HP, 0 HTK damage), and another day to recover the remaining 4 HP, a total of 2 days. But if Alpha and Beta meet in a day, Alpha will be wounded (6 HTK & 6 HP damage) and at –4 STR & DEX, while Beta will only be sore (0 HTK, 4 HP damage). EXAMPLE OF HTK & COMBAT, ALPHA & BETA VS DAMAGE REDUCT MONSTER Alpha & Beta (now friends) fight a fiendish creature with 5/+1 damage reduction Monster 3d10 HD, 12 STR, 22 CON, HP 18, BATT +2, and large size ((10+34/4)+2)*1.5=30HTK R1: Alpha hits monster by 1, rolls damage, and gets a 5. Monster takes 5-5=0 HP, 0 HTK Beta hits monster by 5, rolls damage, and gets a 6. Monster takes 1 HP & 1 HTK R2: Alpha hits monster while flanking by 3, rolls damage & +1d6 sneak attack damage, gets a 3 and 6, doing 4 HP through but 0 HTK Beta hits monster while flanking by 7, rolls damage & 1d6 sneak attack damage, gets a 5 and 2, does 2 HP and (5+1 HTK -5 DMG reduction) = 1 HTK R3: Alpha gets a critical hit while flanking, rolls damage, and gets a 5, 3, & 6. The monster takes 9 HP, 2 HTK Beta Misses By this point, they have inflicted 16 HP and 4 HTK. Once they drop the monster to 0 HP, all further damage rolls will do the roll’s full amount in HTK damage. The monster will eventually be battered down to 0 HP (and so unconscious for 1d6 rounds, then limited to partial moves only). While it is unconscious, Alpha and Beta should be able to finish it off. [/QUOTE]
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